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21 Building Virtual Spaces Games as Gatekeepers for the IT Workforce

机译:21建立虚拟空间游戏,成为IT员工的守门人

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The percentage of young women choosing educational paths leading to science and technology-based employment has been dropping for several years [1, 2]. In our view, the core cause for this phenomenon is a lack of interest and social support on the part of the girls and their families and not a lack of ability. The specific aim of this paper is to evaluate the utility of building virtual environments in influencing girls' interest in computer-related educational paths and careers. This is evaluated through an intervention, or action-research, in the form of a class named Gaming for Girls. This class was offered to middle and high school girls three times over the years 2005-2006. We assert playing and developing computer games can lead to the acquisition of tangible IT skills and a higher sense of self-efficacy in terms of computer use. In particular, we discuss intervention methods that aim at changing socialization patterns by bringing girls into an all-girl classroom, reducing game violence by altering the forms of game action, and removing potentially negative character designs by allowing girls to design characters and game interaction themselves. We assert that within the information economy, playing video games is an advantage.
机译:几年来,选择教育途径以科技为基础的就业的年轻妇女比例一直在下降[1、2]。我们认为,造成这种现象的主要原因是女孩及其家庭缺乏兴趣和社会支持,而不是缺乏能力。本文的具体目的是评估构建虚拟环境在影响女孩对计算机相关教育路径和职业的兴趣方面的效用。这可以通过干预或行动研究的形式进行评估,形式为名为“为女孩游戏”的课程。在2005年至2006年期间,该课程为初中和高中女生提供了三次。我们断言玩和开发计算机游戏可以带来有形的IT技能,并在计算机使用方面具有更高的自我效能感。特别是,我们讨论了旨在通过将女孩带入全女孩教室来改变社会化模式,通过改变游戏动作的形式减少游戏暴力,以及通过允许女孩自己设计角色和游戏互动来消除潜在负面角色设计的干预方法。 。我们认为,在信息经济中,玩视频游戏是一种优势。

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